I came up with an idea. I don't really like the NWN inventory system. Only the armor is displayed, but other things like boots, gloves, etc. dont show up when equipped. When i first tried the 1.67 patch beta i discovered the wonderful bodypart changing feature :)
Now i used the OnEquipItem and OnUnEquipItem Events to make boots, gloves and greaves which really show up.
Ta-Da :)
I made a DEMO-Module to show what i mean. Just check it out ;)
I used the OnClientEnter Event of the module to save all the PC's body's information, to recieve it later. Also i made an include file called "inc_hun_parts", which includes (nearly) all armorparts in the game as constants.
Has any one been able to make this work with CEP? I tried this on a mod with no hacks and it works fine, but when I try it with CEP it doesn't work any more.
Posted by chaine_maile at 2007-04-12 17:25:55 Voted 10.00 on 04/12/07
Found the glitch that was causing problems with the tattoos. It was a typo confusing the left hand and right forearm. Very easily overlooked. Here is what I am using now.
void ResetGlove(object oC)
{
int nT1 = GetLocalInt(oC, "LeftForearm");
int nT2 = GetLocalInt(oC, "RightForearm");
int nT3 = GetLocalInt(oC, "LeftHand");
int nT4 = GetLocalInt(oC, "RightHand");
Posted by chaine_maile at 2007-04-12 16:46:10 Voted 10.00 on 04/12/07
Very good idea. Worthy of a 10.
I found a bit of a bug where if you hot-swap items without taking the old one off first, it messed with appearance on the gloves, boots, and belt.
Examining closer I found it was due to the delays in the unequip script. Basically the equip script fires before the unequip delay is over. Simply removing the delays fixed the hot-swap problem.
This is a good idea, but I'm curious as to why the part that is changed is on the PC and not on the armor itself?
The NWN crafting system allows the player to modify the look of variouis pieces of the armor via dialogue. Isn't there a way to do something similar but without the dialogue, IE: onequip set forearm/glove, legs, boots on the armor itself and not on the PC.
Seems like I defenetely can't fix this bug. It's not my failure, as I said, the Bodypart changing functions really aren't meant to be used in this way, sry ppl. A pity =) _________________________ There is no spoon.
Posted by Talime ( 84.61.xxx.xxx ) at 2006-06-16 20:08:54
hm seems like it has a great bug ...
if i use it on a servervault server and relog with my charakter with these items equiped and i unequip them after reloging they are stil shown on my character and there is nothing i can do to get them of my char, strip it off won´t work :(
its a cool script but totaly useless with this bug :(
Posted by Ivendar De'Vir at 2006-05-07 00:53:58 Voted 10.00 on 05/07/06
All has been said.. Great !!! :D _________________________ Ja khaless zhah waela !
Posted by Ivendar De'Vir at 2006-05-07 00:52:09 Voted 10.00 on 05/07/06
Wow this is great. Thank you I like this very much. :D Good to see that there can still be done even greater stuff with that engine. However. Do you know if there could be any way to determine what color the clothing would have if you don't have an armor equipped ? Normally it's always this very bright brown that doesn't look very good.. But still it's a great idea.
Thanks _________________________ Ja khaless zhah waela !
I am sorry for these bad bugs, but i dont see any way to fix it, cause bioware's GetBodyPartFunctions AREN'T bugfree yet. I used them to save the information, but sometimes, happened to me when i used my all-over tattooed char, the glove save function saved the two forearms bare (they were tattooed) and my left hand with an half glove (it was bare like the right one before). However, i'll try to fix it, but i cant promise anything. And yes, I'll make a cep version with cloaks. _________________________ There is no spoon.
I was trying to do something like this prior to patch 1.67.
So far what you have here is a good start. However, it's not completely working. I tested your demo mod and it doesn't always recognize when you've unequiped items.
The items I'm having problems with on unequip are all glove/bracers items. Sometimes it doesn't remove the item and revert back to barehands. Other times it does, but doesn't recognize that you've put on new gloves, and leaves the barehands. It starts working again qhen you unequip the chest piece and start all over.
Kinda buggy for now, but good start.
Posted by rafhot at 2006-04-29 11:07:25 Voted 10.00 on 04/29/06
i will give u a 10 for the nice idea
Posted by rafhot at 2006-04-29 11:06:07 Voted 10.00 on 04/29/06
this new version is more coll :) and have any chance to u update to one cep version and suporting cloks too?
congratulations and keep improving :P
weloveit
Posted by rafhot at 2006-04-28 20:08:09 Voted 10.00 on 04/29/06
awesome i will use it in my pw now! eejejejej
i was wondering a way to automatizated the item apareance by the coast of the item in gold
so the builder dont need to change every item but he can only set if the item is a cloth or a light or a medium or a heavy part of item the visual of the item will be marked by the price of the item it also for the cloack too
can u made an update by this way i think will be more easy and with oprion to be compatible to cep for major use :P
congratulations for your idea is great
Posted by Kingston at 2006-04-24 08:17:35 Voted 10.00 on 04/24/06
Not much to say, definetely a nice idea, some bugs with tattooed bodyparts, but hey! Its just a preview and also the default game inventory system has many bugs ;) It really is quite similar to "The Elder Scrolls" ;) _________________________ ~~ The early bird catches the worm ~~
Posted by Kingston at 2006-04-24 08:14:53 Voted 10.00 on 04/24/06
Right _________________________ ~~ The early bird catches the worm ~~
Posted by Fleshmelter at 2006-04-24 04:39:29 Voted 9.50 on 04/20/06
I don't know if that's what it does, but i'm certain it uses a new feature, introduced in 1.67, and not some old and tried approach to visual equipment.
This is a great idea! Also cloaks, frankly, should also work the same way. But for belts it would not function without a lot of new models, most "belt" models are anything BUT belts.
Posted by Vincent Dealcroix at 2006-04-20 13:18:53 Voted 9.50 on 04/20/06
Fabulous idea _________________________ Vincent
Posted by Fleshmelter at 2006-04-20 09:53:33 Voted 9.50 on 04/20/06
haha have to admit it's cool, but making all those damn armor parts will be a pain, but definetly makes good use for set items. _________________________ PW Action Server:
| Chaosgate |
Posted by Fleshmelter at 2006-04-20 09:51:56 Voted 9.50 on 04/20/06
Cool stuff, kinda makes you feel like you playing an MMO now :) _________________________ PW Action Server:
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